I assumed I was implying it was the intended side effect of -foe toughness. It makes sense. You're fighting a weaker enemy, so you should get less xp. The only reason you don't if it's activated mid-fight is because ryme's too lazy to recalculate it/parts of the fight were fought at different levels, so he just keeps the starting value.

Setting aside the inability of people to understand the word "intended" for a moment...

Is the mask of Odysseus's initiative override set to interact properly with scaling monsters? I have never had it kick in while adventuring in S7G. I realize that RNG is a factor, but when I lose initiative 6 times in a row and it never triggers, that makes me curious, especially considering its supposed rate of fire.

_________________The churches are empty / The priest has gone home / And we are left standing / Together alone--October Project: "Dark Time"

You should learn to phrase your questions better. If you were indeed meaning to ask 'Is -foe toughness supposed to be on the vambraces?'. Instead of is that the intended side-effect, without specifying the subject (and then adding stuff to make me think you're talking about foe toughness with the KoL comment). That aside, I'm pretty sure that's what Ryme meant it to be.

As for the second subject, I'm pretty sure it's already been reported by Muhandes and confirmed by Ryme that it would not interact with scaling monsters. I don't recall if he said he was going to fix it.

Yes, foe toughness modifiers on equipment work as intended, just as Zillow noted in the beginning. It's on record in at least a couple of places, pretty sure in at least one forum thread. Things that are in effect at the start of the fight adjust both toughness and XP. Things used later (in most cases) just affect toughness but not XP. There may be an exception to the latter -- one of the throwing stars, maybe?

Mask and initiative: unintentional. Scaling foes don't use the same general code as non-scaling, and I keep forgetting to update the multitude of scaling foes to adapt to the mask's effect (and, probably, to the fight club?)

Mask and initiative: unintentional. Scaling foes don't use the same general code as non-scaling, and I keep forgetting to update the multitude of scaling foes to adapt to the mask's effect (and, probably, to the fight club?)

Just to make this clear to me, this is a bug, and supposedly will be corrected one day, correct?

I'm pretty sure you can find out by querying quest data (search for those who've gone that far in the quest) and joining it with the skill's obtained table (search for people who don't have the skill), then just run through those accounts and give them back the skill.

The starting talisman problem was found and fixed by Ryme a week or so ago. It happened on so many accounts, though, that I don't know if he has a quick way to give the correct talismans. Or if he plans to. Most people don't keep that talisman equipped for more than a few days, anyway.

Things that are in effect at the start of the fight adjust both toughness and XP. Things used later (in most cases) just affect toughness but not XP. There may be an exception to the latter -- one of the throwing stars, maybe?

Indeed Red Dwarf is an exception and it does adjust XP. Is it the only exception? I'm asking mainly so I know if I should report other incidents if I ever find any.Also, Red Dwarf works on scaling foes, and it is "common knowledge" that foe toughness does not affect scaling foes. Is the "common knowlege" wrong, or is it again a single exception? And if so is it intentional?

Indeed Red Dwarf is an exception and it does adjust XP. Is it the only exception? I'm asking mainly so I know if I should report other incidents if I ever find any.

I don't know. I think so, but I'm not sure.

Muhandes wrote:

it is "common knowledge" that foe toughness does not affect scaling foes.

That's not right. Foe toughness measures at the start of a fight don't affect foes. Anything applied in combat would affect them just like anyone else. In other words, the scaling overrides normal initial calculations, but once the foe numbers are set, all subsequent changes apply normally.

it is "common knowledge" that foe toughness does not affect scaling foes.

That's not right. Foe toughness measures at the start of a fight don't affect foes. Anything applied in combat would affect them just like anyone else. In other words, the scaling overrides normal initial calculations, but once the foe numbers are set, all subsequent changes apply normally.

I had a last adventure in the insanity and I went to the cube theater and my first adventure I got one of the wandering foes and it registered as in the insanity even though I went to the cube.

You didn't actually make it to the cube. You got accosted on the way there. That's not just narrative, I don't have a way to do wandering villains and also track your "I want to go somewhere else" at the same time, so that is one consequence of the addition.

For what it's worth, other similar interruptions (April fools, for instance) do the exact same thing, and all of them like this probably always will.

For the same reason, the voodoo doll also does this. You repeat the fight and don't actually go to a new zone, even if you click somewhere else.

Yeah, it's true, there are ways I can work around it. But the wandering villain "location" gets triggered and overrides the clicked location. Yes, I can pass it over to some other variable, and then I can build some sort of functionality to replace what normally occurs on all the other pages. It's not a single number, though, it's a whole bunch of stuff. Adventure again link. Link for the parent location. Thing that's saved so that it remembers where you last were when you log in. A couple of other things, I think. So I *can* put all that together eventually but it's not anywhere near as simple as you seem to be implying.